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- /*!
- * \file src/RoomData.cpp
- * \brief Auxiliary Room classes
- *
- * \author xythobuz
- */
-
- #include "global.h"
- #include "Camera.h"
- #include "World.h"
- #include "system/Shader.h"
- #include "RoomData.h"
-
- #include "imgui/imgui.h"
-
- #include <glbinding/gl/gl.h>
- #include <glm/gtc/matrix_transform.hpp>
-
- StaticModel::StaticModel(glm::vec3 pos, float angle, int i) : id(i), cache(-1) {
- glm::mat4 translate = glm::translate(glm::mat4(1.0f), pos);
- glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), angle, glm::vec3(0.0f, 1.0f, 0.0f));
- model = translate * rotate;
- }
-
- void StaticModel::display(glm::mat4 VP) {
- if (cache < 0) {
- for (int i = 0; i < World::sizeStaticMesh(); i++) {
- if (World::getStaticMesh(i).getID() == id) {
- cache = i;
- }
- }
- orAssertGreaterThanEqual(cache, 0);
- }
-
- World::getStaticMesh(cache).display(VP * model);
- }
-
- void StaticModel::displayUI() {
- ImGui::Text("ID %d; No. %d", id, cache);
- }
-
- // ----------------------------------------------------------------------------
-
- void RoomSprite::display(glm::mat4 VP) {
- glm::mat4 translate = glm::translate(glm::mat4(1.0f), pos);
-
- //! \fixme Calculate angle between camera and sprite
- glm::mat4 rotate = glm::rotate(glm::mat4(1.0f), Camera::getRotation().x,
- glm::vec3(0.0f, 1.0f, 0.0f));
-
- World::getSprite(sprite).display(VP * (translate * rotate));
- }
-
- // ----------------------------------------------------------------------------
-
- bool Portal::showBoundingBox = false;
-
- Portal::Portal(int adj, glm::vec3 n, glm::vec3 v1, glm::vec3 v2, glm::vec3 v3,
- glm::vec3 v4) : adjoiningRoom(adj), normal(n), bbox(v1, v3),
- bboxNormal(v1 + ((v3 - v1) / 2.0f),
- v1 + ((v3 - v1) / 2.0f)
- + (normal * 1024.0f)) {
- vert[0] = v1; vert[1] = v2;
- vert[2] = v3; vert[3] = v4;
- }
-
- void Portal::display(glm::mat4 VP) {
- if (showBoundingBox) {
- bbox.display(VP, glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f));
- bboxNormal.display(VP, glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(1.0f, 0.0f, 0.0f));
- }
- }
-
- void Portal::displayUI() {
- ImGui::Text("To %03d", adjoiningRoom);
- }
-
- // ----------------------------------------------------------------------------
-
- float Sector::getFloor() {
- return floor;
- }
-
- float Sector::getCeiling() {
- return ceiling;
- }
-
- bool Sector::isWall() {
- return wall;
- }
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